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Messages - parserp

Pages: 1 ... 35 36 [37] 38 39 ... 113
541
Introduce Yourself! / Re: Hello!
« on: January 09, 2012, 08:18:33 pm »
Some distant cousin of mine probably codes :P
>:D I am that distant cousin.

542
Axe / Re: Axe Q&A
« on: January 09, 2012, 08:09:55 pm »
Do you have to do something special to write to a GDB?
I tried using this one line in my code and I got an ERR:UNDEFINED

Copy(L1,GDB1,768)

543
TI Z80 / Re: TinyCraft [Axe]
« on: January 09, 2012, 07:57:14 pm »
Hey guys,
After reading through his source, I thought that the way kindermoumoute accessed the data was roundabout and not that fast or efficient, so I tried making my own. Tell me if we should keep it or not ^^



It does, however, use the same item identification system as kinder's menu does.
(Also, I haven't put in the sprites for the weapons yet :P)
O.O
you are using full speed, right?

544
Axe / Re: Help with tilemap collision?
« on: January 09, 2012, 06:38:11 pm »
ah ok.


hmmm, how would you check for a collision, say, at the bottom right of the player?
cause when I do this:
Code: [Select]
:If sub(GET,X+7,Y+7)=2
:stuff
:End
it has the same reaction as this:
Code: [Select]
:If sub(GET,X,Y)=2
:stuff
:End
...and when I delete the latter code and replace it with the first, the collision still only works for (X,Y), but not for (X+7,Y+7)


also, I don't know if it will help, but here is the sub(GET) code.
Code: [Select]
:{r2/256/6*16+(r1/256/6)+L1}
:Return
also note that I am using 256 inflation, with 6*6 tiles in a 16*8 tilemap. my tilemap data is also in L1

545
Humour and Jokes / Re: If there was tech support in botswana...
« on: January 09, 2012, 05:37:54 pm »
because flyingfisch started this topic.


nom nom nom

546
TI Z80 / Re: An Exercise In Futility [Contest Entry]
« on: January 09, 2012, 04:43:50 pm »
O.O
maybe put images in [img] tags?

also, I see it is an app. how big is it when compiled normally?

also, looks AMAZING. keep up the good work. :D

EDIT: and is the munu that slow on calc?

547
Humour and Jokes / Re: Most interesting experience you have had
« on: January 09, 2012, 03:27:38 pm »
I had appendicitis...
that was WEIRD

548
TI Z80 / Re: Swords 2
« on: January 08, 2012, 07:55:44 pm »
I would do up, up-left and up-right. also, left/right/down might be good for some puzzles, mostly those that deal with exact and really fast timing of avoiding certain moving enemies or something like that.
added. :)


also, 4 lvl grey level select :D  (flickerless) :P

549
Axe / Re: Help with tilemap collision?
« on: January 08, 2012, 07:53:39 pm »
parser padwan, I assume you aren't trolling, so I'll tell you. He is replacing the boring .Insert code here with something of interest. doing del C:\WINDOWS\System32 on a windows machine will pretty much delete Windows. So he is referring to formatting your calculator I guess. Anyways, It's just a witty way of saying .Insert code here
ah, that makes sense now. thanks. :)
and btw, I wasn't trolling :P

550
Axe / Re: Help with tilemap collision?
« on: January 08, 2012, 07:40:04 pm »
you dont want to try
umm, I don't get it ???

551
Axe / Re: Help with tilemap collision?
« on: January 08, 2012, 07:33:36 pm »
DelVar "System32"
what does that mean?

552
Introduce Yourself! / Re: Hello!
« on: January 08, 2012, 07:22:03 pm »
Welcome!
!peanuts

553
Axe / Re: Axe Q&A
« on: January 08, 2012, 01:09:23 am »
No, Text() can only write to L6.  It's hard-coded into the routine.
Dang. I'll have to do some tricky buffer copying. :)

554
Art / Re: my best pxl work yet!
« on: January 08, 2012, 01:07:47 am »
Saintrunner did you just get +10 in one day? O.o your sprites are really good.

555
Axe / Re: Axe Q&A
« on: January 08, 2012, 01:04:53 am »
Does axe have buffer support for text? Cause I can't do:

Code: [Select]
:Text(X,Y,"Stuff"[sup]r[/sup]

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